Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
đ Ring of Protection
rare
Purchase Log
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Notes:
You gain a +1 bonus to AC and saving throws while wearing this ring.
đ Ring of Regeneration
very_rare
DRW-15 Frozen Whispers
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Notes:
Ring, very rare (requires attunement)
This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesnât catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black. Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal thatâs freezing cold to the touch, but retains full functionality
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
đ Rod of the Pact Keeper, +3
very_rare
DRW-EP03 - When the Lights Went Out in Candlekeep - Tier 3
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Notes:
Rod of the Pact Keeper, +3
Rod, very rare (Requires Attunement by a Warlock)
Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival.
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You canât use this property again until you finish a long rest.
âď¸ Shield +1
uncommon
Purchase Log
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Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
âď¸Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
CCC-BMG MOON 15-3 Fallen Wonder
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Notes:
Staff of the Magi
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical powerâand all it asks is that you honor Ubtao in the process. Though it is crafted of stone, the staff is surprisingly light and easy to use.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 Ă the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
âď¸ The Night Queenâs Eyes (goggles of night)
uncommon
Purchase Log
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Notes:
The Night Queenâs Eyes
Once belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive othersâ faces as sinister countenances.
Goggles of Night
Wondrous Item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet.
If you already have darkvision, wearing the goggles increases its range by 60 feet.
âď¸The Sixth Sword (+2 Rapier with Guardian minor property)
rare
Trade Log
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Notes:
The Sixth Sword (+2 Rapier with Guardian minor property)
Weapon, rare
This is one of marilith SâShenethâRahâs six swords. In battle she was known for her tactical superiority and quick striking.
Through years of use, some of her essence became imbued into the swordâs magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position.
As a result of this, the wielder gains a +2 bonus to initiative.
đ Woe (Longsword)
unique
DRW-16 Uprising
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Notes:
Woe
Weapon (Longsword), Unique
This blade, formed from Father Llymicâs urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when seen peripherally. When Woeâs bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as â60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw âBright light enrages me.â
Name ▲ | Rarity | Location | Table | Result | Source | |
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đ Ring of Protection | rare | Purchase Log | Show | |||
Notes:
You gain a +1 bonus to AC and saving throws while wearing this ring. |
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đ Ring of Regeneration | very_rare | DRW-15 Frozen Whispers | Show | |||
Notes:
Ring, very rare (requires attunement) This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesnât catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black. Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal thatâs freezing cold to the touch, but retains full functionality While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. |
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đ Rod of the Pact Keeper, +3 | very_rare | DRW-EP03 - When the Lights Went Out in Candlekeep - Tier 3 | Show | |||
Notes:
Rod of the Pact Keeper, +3 Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival. While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You canât use this property again until you finish a long rest. |
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âď¸ Shield +1 | uncommon | Purchase Log | Show | |||
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. |
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âď¸Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | CCC-BMG MOON 15-3 Fallen Wonder | Show | ||
Notes:
Staff of the MagiStaff, legendary (requires attunement by a sorcerer, warlock, or wizard) Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical powerâand all it asks is that you honor Ubtao in the process. Though it is crafted of stone, the staff is surprisingly light and easy to use. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 Ă the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage |
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âď¸ The Night Queenâs Eyes (goggles of night) | uncommon | Purchase Log | Show | |||
Notes:
The Night Queenâs EyesOnce belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive othersâ faces as sinister countenances. Goggles of NightWondrous Item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. |
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âď¸The Sixth Sword (+2 Rapier with Guardian minor property) | rare | Trade Log | Show | |||
Notes:
The Sixth Sword (+2 Rapier with Guardian minor property)Weapon, rareThis is one of marilith SâShenethâRahâs six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the swordâs magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative. |
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đ Woe (Longsword) | unique | DRW-16 Uprising | Show | |||
Notes:
WoeWeapon (Longsword), Unique This blade, formed from Father Llymicâs urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when seen peripherally. When Woeâs bearer is presented with an opportunity to act violently, Woe heightens its urge to do so. You have a +3 bonus to attack and damage rolls made with this magic weapon. If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as â60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw âBright light enrages me.â |